GM-Grenfax Curse of the Crimson Throne

Game Master Grenfax

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Greetings, the woman offers a warmer smile, and a knowing nod, I am Merrilan, and this is Tabathe. She pats the girl on the shoulder, but her hand remains their protectively. We are simply talking, exchanging news and rumors from other parts of the city. What brings you this part of the city? and what news from other areas do you have to share?

Knowledge Local for Ophelia Nik and Elden.


Female Human (Varisian) Sorcerer 3

Nice to meet you, I'm Ophelia, this is Besnik and Elden. She pauses a moment, looking to Nik and gives him a slight nod before returning her attention to the Merrilan. My friend here has lost his brother, Tobar, we heard rumor that he has been seen around these parts. We were hoping to find him, or at the least find someone that may know more.

I doubt anyone here knows anything about Tobar, unfortunately, but it is a good excuse, and could earn us some sympathy.

Knowledge (local): 1d20 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Nik kneels down in front of the mother and daughter, smiling warmly. He lays his staff on the ground and addresses the young girl but is careful not to approach further.

Sora soră, prietenul meu vorbește adevărul. Poate că mi-ai văzut fratele. Ar arăta probabil bolnav și avea un câine mare urmând în spatele lui.

Varisian:
Pardon sister, my friend speaks the truth. Perhaps you have seen my brother. He would look sickly perhaps and have a large dog following behind him.

Knowledge (local):
1d20 + 7 ⇒ (6) + 7 = 13


Rom looks up from Nik's shoulder at the girl and mimics a whistle.

Sau poate știți unde găsim un dulce?

Varisian:
Or maybe you know where we can find a sweet?

Knowledge (local):
1d20 - 1 ⇒ (8) - 1 = 7


Tabathe shakes her head no and looks at her mother, Merrilan, who answers Nik's question in Varisian Din păcate am văzut mulți care se potrivesc cu descrierea fratelui tău, mai ales în Old Korvosa, dar nici unul recent. before returning to Taldane, We have found it creates distrust when we speak Varisian in front of others who do not. Let us continue in Taldane, so that there are no secrets.

Varisian:
Sadly I have seen many that fit the description of your brother, mostly in Old Korvosa, but none recently.

The little girl points to Rom, while still looking at her mother, I like him, he's funny!

Nik:
Knowledge local - You realize that these are likely the residents of the apartment flats that have gathered outside to gossip and escape the stale air and stench that usually accompanies these buildings. You have seen such groups as you have searched for Tobar.

Grand Lodge

Nik nods as he stands again.

My pardons, I am not used to the city yet.


Female Human (Varisian) Sorcerer 3

Maybe we can steer the conversation towards the girl

Is there any news you can share with us?


The crowd responds in general, sometimes even arguing amongst themselves; but allowing for questions regarding any of their statements:

King Eodred didn’t die of old age—he was made sick and thus murdered by someone he trusted! My money’s on the castle seneschal, Neolandus. Why else would he flee Korvosa after Eodred’s death?

Rumors that King Eodred was murdered are false; he died of old age, and anarchists are using the tragedy to damage Ileosa’s reputation and perpetuate unrest in the city. scoffs another.

No Korvosan monarch has ever died of old age. No Korvosan monarch has ever produced an heir after being crowned. They call it the ‘Curse of the Crimson Throne.’ No way in hell would I ever sit in that chair if I got crowned!

We need a hero like Blackjack, I wish he would return now that we need him most!

The Acadamae’s closed its doors and says the doors will stay closed until the troubles in Korvosa die down. Can’t say I blame them!

Hellkingiht patrols and vigilantes patrol the streets, both seem to favor Varisian targets; that is when they can't get their hands on a Shoanti. I heard they even lynched a kid.

The Shoanti aren’t here to broker peace. They’re just sizing us up in preparation for war! argues another.

Been more sightings of river ghosts lately; you know, the little blue spirits that sneak around in the alleys and abduct drunks or others foolish enough to sleep on the streets!

As they talk, they also ask you about any other parts of the city, if it is true that the otyugh are breaking loose, and if there is any word on shipments of food and supplies.


Female Human (Varisian) Sorcerer 3

In response to their questions:
At least one otyugh escaped the sewers, we came across it. I haven't heard of others, though, it may just be the one incident.

I've heard no word on food or supply shipments, sorry.

Follow up questions:
I've heard the queen is looking for a poor girl to blame the death of the King on. I'm certain she's innocent, but it would awful if she was caught and blamed for it.

Who is Blackjack? What would he be able to do for the city?

Grand Lodge

Nik looks at the person who mentioned the Shoanti and war.

The Shoanti are cousins to my people, and it seems they share more with us here than I imagined. It is no wonder both peoples avoid cities such as this, all they face is pain and anger here.

Nik looks around for any Hellknights or other guards and continues.

Perhaps our people should prepare for war and bring this place down to its foundations?


Response to Ophelia -
The two people who mentioned the king respond, I still say it was the Seneschal! Why would some girl murder the king? That makes no sense.
Bah, its all a plot to throw the city into chaos so that other powers can usurp our Queen and steal the throne!
Apparently this has been an ongoing topic of debate, as several of the others just roll their eyes.

Blackjack is a legendary hero! says the little girl with wide eyes and an enthusiastic smile. He is a hero, who fights for the poor and less fortunate, and has for hundreds of years! He always appears in a black cape and mask when we need him most! In a moment she if off swinging an invisible sword with the other children. Her mother continues, Blackjack is a legend, and he is real. He has a way of inspiring the city and making things better for the people.

At Nik's comment about preparing for war the old Varisian woman womps him on the back of his hand with a wooden spoon hastily drawn from an apron pocket.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12 No damage

You will do no such thing! This is my home, home to my children and their children, and one day I hope their children. I won't have their lives wasted in destruction, bitterness, anger and hate.
She brandishes the spoon an inch from Nik's nose. When did you loose your way, that you cannot see the beauty, happiness and hope here? Can you not see the potential for all our peoples.

She goes on for a few minutes further muttering to herself more than Nik. For a moment the crowd is is silent, stunned and amused, then Rom breaks the silence, Ți-a spus!

Varisian:
She told you!

At which those that speak Varisian begin laughing heartily, and explaining it to those that do not, easing the tension of the moment.

Empathy:
From the Harrow deck you feel a sense of happiness and satisfaction.

You may continue to speak with the group or pursue some other actions:
Trisane - still need to give these guys time... but you are up in the Shingles climbing and moving towards the upper levels of this building.


Female Human (Varisian) Sorcerer 3

In response to the conversation about the king:

Ophelia's voice grow louder as she responds, It doesn't make sense, not at all. You may be right about that plot, but the fact is that poor girl is in trouble, unless someone steps in to help her.

Hopefully, someone here knows about this girl, maybe this will spark some action.

She'll then glance around and see if anyone else is taking notice of their conversation.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14


When Ophelia makes her statement, the men jump in again...
Bah, it is nothing but a bunch of troublemakers stirring things up for no other reason than to spread lies about Ileosa and stir up the city.
I still say it was the Seneschal - slunk away and is waiting for the right moment to step in and seize the throne. If it was this girl, then hang her from the nearest signpost and be done with it!

From the looks on the other's faces they have heard this all before.

Sense motive from Ophelia.


Female Human (Varisian) Sorcerer 3

Spoiler:

Sense Motive: 1d20 + 4 ⇒ (1) + 4 = 5

sorry for the delay, I could have sworn I posted


M Animal - Raven Familiar to Nik Falliniz

As the old woman waves the wooden spoon at Nik's nose, Rom takes off from Nik's shoulder and twists through the open doorway into the darkness.

Empathy:
Boredom - until he takes flight, then mischievousness

Grand Lodge

Nik whistles as Rom takes off.

I hope he doesn't get himself into trouble. The way this city corrupts those who live here, I suspect even he might get in over his head.


Female Human (Varisian) Sorcerer 3

Rom could be our way in.

Ophelia looks to Nik, Nik, where'd Rom go? Should you go after him?

Using Bluff to pass a secret message to Nik, DC is 15.
Bluff: 1d20 + 11 ⇒ (8) + 11 = 19

Message:

Is Rom looking for her? Should we follow?

Grand Lodge

Oh, right, that might work.

Probably. No end of what trouble that bird can get into after all.

Bluff:
1d20 + 3 ⇒ (6) + 3 = 9 Keeping the streak alive!

Nik turns to head into the building and gently tries to clear a path to follow Rom.

Excuse us folks.


Female Human (Varisian) Sorcerer 3

Ophelia trails after Nik, excuse me, I'm sorry, excuse me.


The crowd lets you pass and you enter the building. While not poor, the residents are certainly not wealthy, this a working class dwelling. It is not luxurious and kept up just enough to remain usable. The smells of cooking and city living hang heavy in the halls.

Room soars up several tight stairwells. You find him perched atop a banister on the second floor.

Despre timp - de unde până acum?

Varisian:
About time - where to now?


Female Human (Varisian) Sorcerer 3

Ophelia glances around, looking for anyone who may be hiding, or anything out of the ordinary.

If she doesn't see anything that sticks out, she'll head slowly up the stairs, feigning not wanting to scare off Rom.

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Grand Lodge

Mulțumesc fratele mic. Păstrează-te, totuși, poate că ar trebui să te duci la Trisane pentru noi.

Varisian:
Thank you little brother. Keep close though, we may need you to go get Trisane for us.

Nik follows Ophelia and whispers softly to her.

Should we start knocking on doors?


There are several open doors with nosy tenants that peek out, the normal noises such as voices and sounds of work, but nothing seems out of the ordinary for an apartment building.


Female Human (Varisian) Sorcerer 3

Ophelia nods to Nik, I guess so, though I may have another idea.

She reaches into the folds of her pocket, Wake up, Aurelia. We're looking for someone and I need your help. She turns towards Nik, Perhaps Aurelia can sneak under the doors for us.

Ophelia will describe the girl they are looking for as best as she can and let Aurelia down on the ground. Let's take a look.

She can cast speak with animals for reptiles at will as part of her bloodline. Any open doors, we'll peek in, talk to the people inside, if any. Any shut doors, we can have Aurelia sneak in and let us know if anyone is inside before knocking. Does that work?

Grand Lodge

That should work.

Nik nods for Ophelia to lead the way.


As Aurelia slithers under several door jams, you talk to some additional residents.

Give me 3 diplomacy or bluff rolls and 3 sense motive rolls as you make your way around the second and third floors.

Hang in there Trisane - almost back to you and sorry that has taken sooooo long!!


Female Human (Varisian) Sorcerer 3

Bluff:

Bluff #1: 1d20 + 11 ⇒ (19) + 11 = 30
Bluff #2: 1d20 + 11 ⇒ (17) + 11 = 28
Bluff #3: 1d20 + 11 ⇒ (5) + 11 = 16

Sense Motive:

Sense Motive gets +2 if Aurelia is within arm's reach.
Sense Motive #1: 1d20 + 2 ⇒ (20) + 2 = 22
Sense Motive #2: 1d20 + 2 ⇒ (9) + 2 = 11
Sense Motive #3: 1d20 + 2 ⇒ (9) + 2 = 11

Grand Lodge

Nik stand silently behind Ophelia, letting her take the lead.

Sense Motive:
  • 1d20 + 4 ⇒ (14) + 4 = 18
  • 1d20 + 4 ⇒ (15) + 4 = 19
  • 1d20 + 4 ⇒ (18) + 4 = 22

Nik is letting Ophelia take the lead. He is not speaking and following her.


You climb upwards and inquire about Trinia with several residents. You both realize that the residents know more than they are telling you and that they are collectively protecting the artist.

Ophelia:
Aurelia slithers out from under a doorjam and tells you this is the place, human is here but there is human stuff in blocking the path.

Trisane:
You hear Silverbeak screech close above you, even though you cannot see past the tarps and shanties of the Shingles.


Female Human (Varisian) Sorcerer 3

Ophelia looks to Nik as Aurelia slithers back to her. She whispers, Asta este, dar u?a este blocata.

Varisian:

This is it, but the door is blocked.

She'll gather the snake, thank her, and place her back in the folds. Once Nik is ready, she'll knock on the door, Hello? Please, we are here to help.

If no response:

She'll cast a spell, open/close, on the door and see if it will open.

The spell will fail if it is locked or being blocked.

Silver Crusade

Male Human (Chelaxian) Ranger (Sable Company Marine/Urban Ranger)/3

Trisane moves higher to get a clear visual of the rooftops.


There is no response from within the flat to Ophelia's knock, and her spell fails to open the door.

Trisane - a perception check please.


Female Human (Varisian) Sorcerer 3

I figured as much, but had to try. I don't want to cause a scene and I certainly don't want to scare her off.

Ophelia sighs and looks to Nik, This should be the room. I don't really want to bash the door in, that would cause too much commotion. Maybe there's a better view or entrance outside, through a window? I could stay here, if you want to check, or find Trisane? Unless you have a better idea.

Silver Crusade

Male Human (Chelaxian) Ranger (Sable Company Marine/Urban Ranger)/3

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Grand Lodge

Trisane has been practicing his Varisian. I could send Rom to let him know what we have found. Rom might be able to help him find the exact window.

Nik turns back to Rom as he roosts on the nearby banister.

Bine Rom, e timpul să mergi la muncă. Du-te afară și găsește Trisane. Spune-i că credem că am găsit camera potrivită. Numără porțile aici și îl conduce la fereastra din fața acestei uși. Am înţeles.

Varisian:
Alright Rom, time to go to work. Go out and find Trisane. Tell him we think we have found the right room. Count the doors here and lead him to the window opposite this door. Got it.

Nik then sends Rom out to look for Trisane.


Rom nods along with Nik.

Găsește-o pe cea inteligentă, înțelegi. Spune-i pe cel inteligent că te salvează, înțelegi.

Varisian:
Find the smart one, got it. Have the smart one bail you out, got it.

Rom flies along the hall for a second, noting the number of doors. Then he heads down the stairs to the open door, looking to find Trisane on the roof.

Intelligence:
1d20 - 2 ⇒ (4) - 2 = 2 To count the doors

Perception:
1d20 + 9 ⇒ (2) + 9 = 11


Trisane:
As you are climbing up over the beams of a Shingle shanty, you spot a young woman climb out a window and sneak along the ledge.

This will be run as a "chase"... starting next round, you will be able to choose 1 of 2 actions.... The Chase rules are detailed on pages 232–233 of the Pathfinder RPG GameMastery Guide.

Chase rules - the basics...
There are a number of cards that make up the length of the chase... each round you will be presented with two obstacles based on where you are in the chase...

Significant mobility advantages over the baseline speed type (such as flight) grant an additional +10 bonus on checks made to avoid obstacles.

Each round -
Move action to move through a single card (distance wise) AND a standard action - choose one of that card's two obstacles to face as a standard action before moving to the next card.

Success = move to the next card
Failure = face the obstacle again on the next round.
Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase's course, such as casting a spell or drawing a weapon.

A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving.
In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends.
If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).

A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can't move at all. Use the number of cards and their established distances to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment, as you wish.
A character can only choose to make melee attacks against targets that are on the same card.


Nik and Ophelia - An additional Perception check please.

Rd 1


M Animal - Raven Familiar to Nik Falliniz

One, two, four, dinner time, three...


Female Human (Varisian) Sorcerer 3

Perceptions:

1d20 + 2 ⇒ (19) + 2 = 21

Grand Lodge

Perception:
1d20 + 2 ⇒ (15) + 2 = 17


Nik and Ophelia hear a couple of thumps from inside the flat, then silence.


Female Human (Varisian) Sorcerer 3

Ophelia looks to Nik, Ai auzit asta? Cineva e înăuntru.

Varisian:

Did you hear that? Someone's inside

Grand Lodge

Nik nods at Ophelia's comment.

Atât de mult pentru negocieri!

Varisian:
So much for negotiations.

Nik pushes forward and shoulders the door in an attempt to break it open.

Strength:
1d20 + 1 ⇒ (7) + 1 = 8


Female Human (Varisian) Sorcerer 3

Ophelia will attempt to help.

Strength:

1d20 ⇒ 19

Silver Crusade

Male Human (Chelaxian) Ranger (Sable Company Marine/Urban Ranger)/3

Trisane will attempt to pursue the young woman he saw sneaking up onto the ledge. He will instruct Silverbeak to follow.


Nik pushes against the door and hears the sounds of scraping as the door barely shudders, Ophelia put a shoulder into it and several chairs clatter into the room.

This one-room (15-foot-by-15-foot) flat combines all the amenities of a bedroom, a kitchen, and a painter’s studio, leaving little space for much else. A stack of cheese and bread sits on the counter next to several full waterskins, while the easel in the opposite corner holds a half-completed painting of an imp and a house drake fighting atop a church steeple. A single window looks out over the tangled rooftops of the city; just under it sits a low bed with a thin blanket.

Outside, Trisane is faced with a tangle of debris from a fallen shanty lean-to to maneuver past to follow the girl.

Cluttered rooftop obstacle:
An Acrobatics DC 10 OR Climb DC 15 to continue the chase - you may also attempt to move "3" squares as a full round action by completing both skill checks. See above for all teh text.


Female Human (Varisian) Sorcerer 3

Ophelia lets Aurelia down, Where did you see here?

She'll then begin to search the room, focusing on the area Aurelia indicates.

Perception:

1d20 + 2 ⇒ (2) + 2 = 4


Ophelia:
Ssssshe wassss here and there. Aurelia twists towards the table and bed, Aurelia's tongue flickers, But ssssshe hasssss gone. Out the hole. Aurelia lifts her head towards the window.

Grand Lodge

Nik hurries to the window and scans the sky.

Rom, unde a plecat creierul tău de pasăre!

Varisian:
Rom, where did your bird-brain go!

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